27 Haiku is a card game, a tool to strengthen creativity and aesthetic judgement, a portable collection of fine art, a work of experimental literature, and many other things. When playing the game, players arrange fragments of poems into one of a billion possible haiku; the winner of each round is the player whose composition most beautifully represents a famous work of art.
Sometimes these haiku are poignant:
Sometimes they teach lessons:
Sometimes they are beautiful:
Sometimes they are morbid:
And sometimes they are merely brilliant, evocative nonsense:
But they are all thought-provoking jewels to discover and treasure.
The game consists of one deck of 100 art cards and three decks of 100 haiku cards. One side of each art card gives a brief description of the artwork and artist, and the other shows the artwork. The majority of the haiku are translations of works by ancient masters of the form, such as Yamazaki Sōkan, Matsuo Bashō, and Takarai Kikaku, while many others are my original compositions.
27 Haiku is the first game that I will be releasing as part of the Games for Teachers Project. By visiting my website, you can nominate any US teacher to receive free copies of educational games (if you're a teacher, feel free to nominate yourself!). You can keep your project rewards for yourself or have me send some of your copies to nominated teachers with your personalized message. In the future, visitors to games.brianhumphreys.com will be able to purchase a copy of 27 Haiku or other games for a teacher on this list.
I hope that you will take a few seconds to share the news about the Games for Teachers Project on Facebook, Twitter, or Google+. It will cost you nothing, but it might make a big difference to a teacher.
Raising $31,000 will allow me to print the first 1,000 copies of 27 Haiku and ship all the rewards of this project. The budget for the project includes $15,000 for printing and freight, $3,500 for domestic shipping, $5,200 for international shipping, $200 for box design, $500 for storage space and mailing materials, $3,100 for Kickstarter and Amazon Payments fees, and a 10% safety margin for anything unexpected.
The games will be printed by PrintNinja, a highly reputable printer with branches in China and the United States. I'm using a multinational printer to greatly simplify the process of getting the games to me from a factory on the other side of the world.
Below is the estimated timeline for the project. I will do everything in my power to meet these deadlines, but keep in mind that the pace of most of these steps, especially the printing and ocean transport of the games, will not be under my direct control.
- December 5th: The Kickstarter project funding period will close.
- December 26th: The funds for the project will be released by Amazon Payments; I will send the deposit to my printer, and we will begin prepress work.
- January 16th: Printing of the games will begin at a factory in China.
- February 13th: The games will be loaded onto a cargo ship destined for the United States, where the US branch of my printer will send them on to Atlanta via ground transport.
- March 27th: I will receive the games in Atlanta and prepare them for mailing.
- April 10th: All rewards will be in the mail!
WHAT ABOUT STRETCH GOALS?
When I was planning this project, I wracked my brain trying to bring the cost of the game down. I considered reducing the number of cards, using all poker-sized cards, using lower-quality card stock, and many other things. Ultimately, I decided that any of these changes would compromise the quality of the game too much--it just wouldn't be the game that I wanted to make anymore. The only major cost-saving change to my original plan was my decision to package and ship the rewards by hand instead of using a fulfillment service.
Therefore, there are none of the usual Kickstarter add-a-feature-at-X-dollars stretch goals; a pledge will get you the same 2-pound, 400-card game whether I barely squeak past my funding goal or I surpass it by a mile. However, the cost to print each game drops as the number of games increases, and it is only fair that I pass these savings along somehow. This, then, is my version of a stretch goal: after this project reaches its basic funding level, I will donate 5% of all additional copies of 27 Haiku that I print to schools. If you want the games to go to a school near you, be sure to nominate a teacher!
Thank you so much for taking the time to look at my project! I look forward to making something great together.
Thank you for your support, everyone! 27 Haiku will not be funded this time around, but I will be back with a redesigned version in a couple of months! If you would like to be notified when I relaunch, please sign up for my mailing list.
Risks and challenges
In October I delivered the rewards for my first Kickstarter project, The Lurker in the Library: A Lovecraftian Mystery Game. 27 Haiku is a greater challenge in many ways: it is larger in scope, it will require a greater investment of capital, and it will be the first game to be part of the Games for Teachers project.
In my last project my largest issue was the actual delivery of rewards to backers. I made some mistakes while preparing my international shipments, so some rewards didn't end up in the mail until a week after my deadline. I don't intend to repeat my mistakes, so I've ramped up my planning this time--I'm testing and researching so that I can nail down every possible contingency ahead of time.
The most likely causes of delay are issues with manufacturing and freight. My printer's website notes, "Most orders arrive in the estimated timeframe, but in the case of a random customs inspection, weather event, or labor strike, standard shipping orders may take additional time to arrive." Regardless of any delay, however, you will get your games as quickly as possible.
Overall, I am very confident that I can complete this project successfully. I've spent countless hours planning and researching to make sure that the entire process goes as smoothly as possible--I look forward to sending you some awesome games in a few months!Learn about accountability on Kickstarter
- (34 days)